Prepare to release sgt-puzzles (20170606.272beef-1).
[sgt-puzzles.git] / emcc.c
blobca033cbd471a0f20258b4617f4b864254c4a2d80
1 /*
2 * emcc.c: the C component of an Emscripten-based web/Javascript front
3 * end for Puzzles.
5 * The Javascript parts of this system live in emcclib.js and
6 * emccpre.js. It also depends on being run in the context of a web
7 * page containing an appropriate collection of bits and pieces (a
8 * canvas, some buttons and links etc), which is generated for each
9 * puzzle by the script html/jspage.pl.
13 * Further thoughts on possible enhancements:
15 * - I think it might be feasible to have these JS puzzles permit
16 * loading and saving games in disk files. Saving would be done by
17 * constructing a data: URI encapsulating the save file, and then
18 * telling the browser to visit that URI with the effect that it
19 * would naturally pop up a 'where would you like to save this'
20 * dialog box. Loading, more or less similarly, might be feasible
21 * by using the DOM File API to ask the user to select a file and
22 * permit us to see its contents.
24 * - I should think about whether these webified puzzles can support
25 * touchscreen-based tablet browsers (assuming there are any that
26 * can cope with the reasonably modern JS and run it fast enough to
27 * be worthwhile).
29 * - think about making use of localStorage. It might be useful to
30 * let the user save games into there as an alternative to disk
31 * files - disk files are all very well for getting the save right
32 * out of your browser to (e.g.) email to me as a bug report, but
33 * for just resuming a game you were in the middle of, you'd
34 * probably rather have a nice simple 'quick save' and 'quick load'
35 * button pair. Also, that might be a useful place to store
36 * preferences, if I ever get round to writing a preferences UI.
38 * - some CSS to make the button bar and configuration dialogs a
39 * little less ugly would probably not go amiss.
41 * - this is a downright silly idea, but it does occur to me that if
42 * I were to write a PDF output driver for the Puzzles printing
43 * API, then I might be able to implement a sort of 'printing'
44 * feature in this front end, using data: URIs again. (Ask the user
45 * exactly what they want printed, then construct an appropriate
46 * PDF and embed it in a gigantic data: URI. Then they can print
47 * that using whatever they normally use to print PDFs!)
50 #include <assert.h>
51 #include <stdio.h>
52 #include <string.h>
53 #include <stdarg.h>
55 #include "puzzles.h"
58 * Extern references to Javascript functions provided in emcclib.js.
60 extern void js_debug(const char *);
61 extern void js_error_box(const char *message);
62 extern void js_remove_type_dropdown(void);
63 extern void js_remove_solve_button(void);
64 extern void js_add_preset(int menuid, const char *name, int value);
65 extern int js_add_preset_submenu(int menuid, const char *name);
66 extern int js_get_selected_preset(void);
67 extern void js_select_preset(int n);
68 extern void js_get_date_64(unsigned *p);
69 extern void js_update_permalinks(const char *desc, const char *seed);
70 extern void js_enable_undo_redo(int undo, int redo);
71 extern void js_activate_timer();
72 extern void js_deactivate_timer();
73 extern void js_canvas_start_draw(void);
74 extern void js_canvas_draw_update(int x, int y, int w, int h);
75 extern void js_canvas_end_draw(void);
76 extern void js_canvas_draw_rect(int x, int y, int w, int h,
77 const char *colour);
78 extern void js_canvas_clip_rect(int x, int y, int w, int h);
79 extern void js_canvas_unclip(void);
80 extern void js_canvas_draw_line(float x1, float y1, float x2, float y2,
81 int width, const char *colour);
82 extern void js_canvas_draw_poly(int *points, int npoints,
83 const char *fillcolour,
84 const char *outlinecolour);
85 extern void js_canvas_draw_circle(int x, int y, int r,
86 const char *fillcolour,
87 const char *outlinecolour);
88 extern int js_canvas_find_font_midpoint(int height, const char *fontptr);
89 extern void js_canvas_draw_text(int x, int y, int halign,
90 const char *colptr, const char *fontptr,
91 const char *text);
92 extern int js_canvas_new_blitter(int w, int h);
93 extern void js_canvas_free_blitter(int id);
94 extern void js_canvas_copy_to_blitter(int id, int x, int y, int w, int h);
95 extern void js_canvas_copy_from_blitter(int id, int x, int y, int w, int h);
96 extern void js_canvas_make_statusbar(void);
97 extern void js_canvas_set_statusbar(const char *text);
98 extern void js_canvas_set_size(int w, int h);
100 extern void js_dialog_init(const char *title);
101 extern void js_dialog_string(int i, const char *title, const char *initvalue);
102 extern void js_dialog_choices(int i, const char *title, const char *choicelist,
103 int initvalue);
104 extern void js_dialog_boolean(int i, const char *title, int initvalue);
105 extern void js_dialog_launch(void);
106 extern void js_dialog_cleanup(void);
107 extern void js_focus_canvas(void);
110 * Call JS to get the date, and use that to initialise our random
111 * number generator to invent the first game seed.
113 void get_random_seed(void **randseed, int *randseedsize)
115 unsigned *ret = snewn(2, unsigned);
116 js_get_date_64(ret);
117 *randseed = ret;
118 *randseedsize = 2*sizeof(unsigned);
122 * Fatal error, called in cases of complete despair such as when
123 * malloc() has returned NULL.
125 void fatal(char *fmt, ...)
127 char buf[512];
128 va_list ap;
130 strcpy(buf, "puzzle fatal error: ");
132 va_start(ap, fmt);
133 vsnprintf(buf+strlen(buf), sizeof(buf)-strlen(buf), fmt, ap);
134 va_end(ap);
136 js_error_box(buf);
139 void debug_printf(char *fmt, ...)
141 char buf[512];
142 va_list ap;
143 va_start(ap, fmt);
144 vsnprintf(buf, sizeof(buf), fmt, ap);
145 va_end(ap);
146 js_debug(buf);
150 * Helper function that makes it easy to test strings that might be
151 * NULL.
153 int strnullcmp(const char *a, const char *b)
155 if (a == NULL || b == NULL)
156 return a != NULL ? +1 : b != NULL ? -1 : 0;
157 return strcmp(a, b);
161 * HTMLish names for the colours allocated by the puzzle.
163 char **colour_strings;
164 int ncolours;
167 * The global midend object.
169 midend *me;
171 /* ----------------------------------------------------------------------
172 * Timing functions.
174 int timer_active = FALSE;
175 void deactivate_timer(frontend *fe)
177 js_deactivate_timer();
178 timer_active = FALSE;
180 void activate_timer(frontend *fe)
182 if (!timer_active) {
183 js_activate_timer();
184 timer_active = TRUE;
187 void timer_callback(double tplus)
189 if (timer_active)
190 midend_timer(me, tplus);
193 /* ----------------------------------------------------------------------
194 * Helper functions to resize the canvas, and variables to remember
195 * its size for other functions (e.g. trimming blitter rectangles).
197 static int canvas_w, canvas_h;
199 /* Called when we resize as a result of changing puzzle settings */
200 static void resize(void)
202 int w, h;
203 w = h = INT_MAX;
204 midend_size(me, &w, &h, FALSE);
205 js_canvas_set_size(w, h);
206 canvas_w = w;
207 canvas_h = h;
210 /* Called from JS when the user uses the resize handle */
211 void resize_puzzle(int w, int h)
213 midend_size(me, &w, &h, TRUE);
214 if (canvas_w != w || canvas_h != h) {
215 js_canvas_set_size(w, h);
216 canvas_w = w;
217 canvas_h = h;
218 midend_force_redraw(me);
222 /* Called from JS when the user uses the restore button */
223 void restore_puzzle_size(int w, int h)
225 midend_reset_tilesize(me);
226 resize();
227 midend_force_redraw(me);
231 * HTML doesn't give us a default frontend colour of its own, so we
232 * just make up a lightish grey ourselves.
234 void frontend_default_colour(frontend *fe, float *output)
236 output[0] = output[1] = output[2] = 0.9F;
240 * Helper function called from all over the place to ensure the undo
241 * and redo buttons get properly enabled and disabled after every move
242 * or undo or new-game event.
244 static void update_undo_redo(void)
246 js_enable_undo_redo(midend_can_undo(me), midend_can_redo(me));
250 * Mouse event handlers called from JS.
252 void mousedown(int x, int y, int button)
254 button = (button == 0 ? LEFT_BUTTON :
255 button == 1 ? MIDDLE_BUTTON : RIGHT_BUTTON);
256 midend_process_key(me, x, y, button);
257 update_undo_redo();
260 void mouseup(int x, int y, int button)
262 button = (button == 0 ? LEFT_RELEASE :
263 button == 1 ? MIDDLE_RELEASE : RIGHT_RELEASE);
264 midend_process_key(me, x, y, button);
265 update_undo_redo();
268 void mousemove(int x, int y, int buttons)
270 int button = (buttons & 2 ? MIDDLE_DRAG :
271 buttons & 4 ? RIGHT_DRAG : LEFT_DRAG);
272 midend_process_key(me, x, y, button);
273 update_undo_redo();
277 * Keyboard handler called from JS.
279 void key(int keycode, int charcode, const char *key, const char *chr,
280 int shift, int ctrl)
282 int keyevent = -1;
284 if (!strnullcmp(key, "Backspace") || !strnullcmp(key, "Del") ||
285 keycode == 8 || keycode == 46) {
286 keyevent = 127; /* Backspace / Delete */
287 } else if (!strnullcmp(key, "Enter") || keycode == 13) {
288 keyevent = 13; /* return */
289 } else if (!strnullcmp(key, "Left") || keycode == 37) {
290 keyevent = CURSOR_LEFT;
291 } else if (!strnullcmp(key, "Up") || keycode == 38) {
292 keyevent = CURSOR_UP;
293 } else if (!strnullcmp(key, "Right") || keycode == 39) {
294 keyevent = CURSOR_RIGHT;
295 } else if (!strnullcmp(key, "Down") || keycode == 40) {
296 keyevent = CURSOR_DOWN;
297 } else if (!strnullcmp(key, "End") || keycode == 35) {
299 * We interpret Home, End, PgUp and PgDn as numeric keypad
300 * controls regardless of whether they're the ones on the
301 * numeric keypad (since we can't tell). The effect of
302 * this should only be that the non-numeric-pad versions
303 * of those keys generate directions in 8-way movement
304 * puzzles like Cube and Inertia.
306 keyevent = MOD_NUM_KEYPAD | '1';
307 } else if (!strnullcmp(key, "PageDown") || keycode==34) {
308 keyevent = MOD_NUM_KEYPAD | '3';
309 } else if (!strnullcmp(key, "Home") || keycode==36) {
310 keyevent = MOD_NUM_KEYPAD | '7';
311 } else if (!strnullcmp(key, "PageUp") || keycode==33) {
312 keyevent = MOD_NUM_KEYPAD | '9';
313 } else if (chr && chr[0] && !chr[1]) {
314 keyevent = chr[0] & 0xFF;
315 } else if (keycode >= 96 && keycode < 106) {
316 keyevent = MOD_NUM_KEYPAD | ('0' + keycode - 96);
317 } else if (keycode >= 65 && keycode <= 90) {
318 keyevent = keycode + (shift ? 0 : 32);
319 } else if (keycode >= 48 && keycode <= 57) {
320 keyevent = keycode;
321 } else if (keycode == 32) { /* space / CURSOR_SELECT2 */
322 keyevent = keycode;
325 if (keyevent >= 0) {
326 if (shift && keyevent >= 0x100)
327 keyevent |= MOD_SHFT;
329 if (ctrl) {
330 if (keyevent >= 0x100)
331 keyevent |= MOD_CTRL;
332 else
333 keyevent &= 0x1F;
336 midend_process_key(me, 0, 0, keyevent);
337 update_undo_redo();
342 * Helper function called from several places to update the permalinks
343 * whenever a new game is created.
345 static void update_permalinks(void)
347 char *desc, *seed;
348 desc = midend_get_game_id(me);
349 seed = midend_get_random_seed(me);
350 js_update_permalinks(desc, seed);
351 sfree(desc);
352 sfree(seed);
356 * Callback from the midend when the game ids change, so we can update
357 * the permalinks.
359 static void ids_changed(void *ignored)
361 update_permalinks();
364 /* ----------------------------------------------------------------------
365 * Implementation of the drawing API by calling Javascript canvas
366 * drawing functions. (Well, half of it; the other half is on the JS
367 * side.)
369 static void js_start_draw(void *handle)
371 js_canvas_start_draw();
374 static void js_clip(void *handle, int x, int y, int w, int h)
376 js_canvas_clip_rect(x, y, w, h);
379 static void js_unclip(void *handle)
381 js_canvas_unclip();
384 static void js_draw_text(void *handle, int x, int y, int fonttype,
385 int fontsize, int align, int colour, char *text)
387 char fontstyle[80];
388 int halign;
390 sprintf(fontstyle, "%dpx %s", fontsize,
391 fonttype == FONT_FIXED ? "monospace" : "sans-serif");
393 if (align & ALIGN_VCENTRE)
394 y += js_canvas_find_font_midpoint(fontsize, fontstyle);
396 if (align & ALIGN_HCENTRE)
397 halign = 1;
398 else if (align & ALIGN_HRIGHT)
399 halign = 2;
400 else
401 halign = 0;
403 js_canvas_draw_text(x, y, halign, colour_strings[colour], fontstyle, text);
406 static void js_draw_rect(void *handle, int x, int y, int w, int h, int colour)
408 js_canvas_draw_rect(x, y, w, h, colour_strings[colour]);
411 static void js_draw_line(void *handle, int x1, int y1, int x2, int y2,
412 int colour)
414 js_canvas_draw_line(x1, y1, x2, y2, 1, colour_strings[colour]);
417 static void js_draw_thick_line(void *handle, float thickness,
418 float x1, float y1, float x2, float y2,
419 int colour)
421 js_canvas_draw_line(x1, y1, x2, y2, thickness, colour_strings[colour]);
424 static void js_draw_poly(void *handle, int *coords, int npoints,
425 int fillcolour, int outlinecolour)
427 js_canvas_draw_poly(coords, npoints,
428 fillcolour >= 0 ? colour_strings[fillcolour] : NULL,
429 colour_strings[outlinecolour]);
432 static void js_draw_circle(void *handle, int cx, int cy, int radius,
433 int fillcolour, int outlinecolour)
435 js_canvas_draw_circle(cx, cy, radius,
436 fillcolour >= 0 ? colour_strings[fillcolour] : NULL,
437 colour_strings[outlinecolour]);
440 struct blitter {
441 int id; /* allocated on the js side */
442 int w, h; /* easier to retain here */
445 static blitter *js_blitter_new(void *handle, int w, int h)
447 blitter *bl = snew(blitter);
448 bl->w = w;
449 bl->h = h;
450 bl->id = js_canvas_new_blitter(w, h);
451 return bl;
454 static void js_blitter_free(void *handle, blitter *bl)
456 js_canvas_free_blitter(bl->id);
457 sfree(bl);
460 static void trim_rect(int *x, int *y, int *w, int *h)
462 int x0, x1, y0, y1;
465 * Reduce the size of the copied rectangle to stop it going
466 * outside the bounds of the canvas.
469 /* Transform from x,y,w,h form into coordinates of all edges */
470 x0 = *x;
471 y0 = *y;
472 x1 = *x + *w;
473 y1 = *y + *h;
475 /* Clip each coordinate at both extremes of the canvas */
476 x0 = (x0 < 0 ? 0 : x0 > canvas_w ? canvas_w : x0);
477 x1 = (x1 < 0 ? 0 : x1 > canvas_w ? canvas_w : x1);
478 y0 = (y0 < 0 ? 0 : y0 > canvas_h ? canvas_h : y0);
479 y1 = (y1 < 0 ? 0 : y1 > canvas_h ? canvas_h : y1);
481 /* Transform back into x,y,w,h to return */
482 *x = x0;
483 *y = y0;
484 *w = x1 - x0;
485 *h = y1 - y0;
488 static void js_blitter_save(void *handle, blitter *bl, int x, int y)
490 int w = bl->w, h = bl->h;
491 trim_rect(&x, &y, &w, &h);
492 if (w > 0 && h > 0)
493 js_canvas_copy_to_blitter(bl->id, x, y, w, h);
496 static void js_blitter_load(void *handle, blitter *bl, int x, int y)
498 int w = bl->w, h = bl->h;
499 trim_rect(&x, &y, &w, &h);
500 if (w > 0 && h > 0)
501 js_canvas_copy_from_blitter(bl->id, x, y, w, h);
504 static void js_draw_update(void *handle, int x, int y, int w, int h)
506 trim_rect(&x, &y, &w, &h);
507 if (w > 0 && h > 0)
508 js_canvas_draw_update(x, y, w, h);
511 static void js_end_draw(void *handle)
513 js_canvas_end_draw();
516 static void js_status_bar(void *handle, char *text)
518 js_canvas_set_statusbar(text);
521 static char *js_text_fallback(void *handle, const char *const *strings,
522 int nstrings)
524 return dupstr(strings[0]); /* Emscripten has no trouble with UTF-8 */
527 const struct drawing_api js_drawing = {
528 js_draw_text,
529 js_draw_rect,
530 js_draw_line,
531 js_draw_poly,
532 js_draw_circle,
533 js_draw_update,
534 js_clip,
535 js_unclip,
536 js_start_draw,
537 js_end_draw,
538 js_status_bar,
539 js_blitter_new,
540 js_blitter_free,
541 js_blitter_save,
542 js_blitter_load,
543 NULL, NULL, NULL, NULL, NULL, NULL, /* {begin,end}_{doc,page,puzzle} */
544 NULL, NULL, /* line_width, line_dotted */
545 js_text_fallback,
546 js_draw_thick_line,
549 /* ----------------------------------------------------------------------
550 * Presets and game-configuration dialog support.
552 static game_params **presets;
553 static int npresets;
554 int have_presets_dropdown;
556 void populate_js_preset_menu(int menuid, struct preset_menu *menu)
558 int i;
559 for (i = 0; i < menu->n_entries; i++) {
560 struct preset_menu_entry *entry = &menu->entries[i];
561 if (entry->params) {
562 presets[entry->id] = entry->params;
563 js_add_preset(menuid, entry->title, entry->id);
564 } else {
565 int js_submenu = js_add_preset_submenu(menuid, entry->title);
566 populate_js_preset_menu(js_submenu, entry->submenu);
571 void select_appropriate_preset(void)
573 if (have_presets_dropdown) {
574 int preset = midend_which_preset(me);
575 js_select_preset(preset < 0 ? -1 : preset);
579 static config_item *cfg = NULL;
580 static int cfg_which;
583 * Set up a dialog box. This is pretty easy on the C side; most of the
584 * work is done in JS.
586 static void cfg_start(int which)
588 char *title;
589 int i;
591 cfg = midend_get_config(me, which, &title);
592 cfg_which = which;
594 js_dialog_init(title);
595 sfree(title);
597 for (i = 0; cfg[i].type != C_END; i++) {
598 switch (cfg[i].type) {
599 case C_STRING:
600 js_dialog_string(i, cfg[i].name, cfg[i].sval);
601 break;
602 case C_BOOLEAN:
603 js_dialog_boolean(i, cfg[i].name, cfg[i].ival);
604 break;
605 case C_CHOICES:
606 js_dialog_choices(i, cfg[i].name, cfg[i].sval, cfg[i].ival);
607 break;
611 js_dialog_launch();
615 * Callbacks from JS when the OK button is clicked, to return the
616 * final state of each control.
618 void dlg_return_sval(int index, const char *val)
620 sfree(cfg[index].sval);
621 cfg[index].sval = dupstr(val);
623 void dlg_return_ival(int index, int val)
625 cfg[index].ival = val;
629 * Called when the user clicks OK or Cancel. use_results will be TRUE
630 * or FALSE respectively, in those cases. We terminate the dialog box,
631 * unless the user selected an invalid combination of parameters.
633 static void cfg_end(int use_results)
635 if (use_results) {
637 * User hit OK.
639 char *err = midend_set_config(me, cfg_which, cfg);
641 if (err) {
643 * The settings were unacceptable, so leave the config box
644 * open for the user to adjust them and try again.
646 js_error_box(err);
647 } else {
649 * New settings are fine; start a new game and close the
650 * dialog.
652 select_appropriate_preset();
653 midend_new_game(me);
654 resize();
655 midend_redraw(me);
656 free_cfg(cfg);
657 js_dialog_cleanup();
659 } else {
661 * User hit Cancel. Close the dialog, but also we must still
662 * reselect the right element of the dropdown list.
664 * (Because: imagine you have a preset selected, and then you
665 * select Custom from the list, but change your mind and hit
666 * Esc. The Custom option will now still be selected in the
667 * list, whereas obviously it should show the preset you still
668 * _actually_ have selected. Worse still, it'll be the visible
669 * rather than invisible Custom option - see the comment in
670 * js_add_preset in emcclib.js - so you won't even be able to
671 * select Custom without a faffy workaround.)
673 select_appropriate_preset();
675 free_cfg(cfg);
676 js_dialog_cleanup();
680 /* ----------------------------------------------------------------------
681 * Called from JS when a command is given to the puzzle by clicking a
682 * button or control of some sort.
684 void command(int n)
686 switch (n) {
687 case 0: /* specific game ID */
688 cfg_start(CFG_DESC);
689 break;
690 case 1: /* random game seed */
691 cfg_start(CFG_SEED);
692 break;
693 case 2: /* game parameter dropdown changed */
695 int i = js_get_selected_preset();
696 if (i < 0) {
698 * The user selected 'Custom', so launch the config
699 * box.
701 if (thegame.can_configure) /* (double-check just in case) */
702 cfg_start(CFG_SETTINGS);
703 } else {
705 * The user selected a preset, so just switch straight
706 * to that.
708 assert(i < npresets);
709 midend_set_params(me, presets[i]);
710 midend_new_game(me);
711 resize();
712 midend_redraw(me);
713 update_undo_redo();
714 js_focus_canvas();
715 select_appropriate_preset();
718 break;
719 case 3: /* OK clicked in a config box */
720 cfg_end(TRUE);
721 update_undo_redo();
722 break;
723 case 4: /* Cancel clicked in a config box */
724 cfg_end(FALSE);
725 update_undo_redo();
726 break;
727 case 5: /* New Game */
728 midend_process_key(me, 0, 0, 'n');
729 update_undo_redo();
730 js_focus_canvas();
731 break;
732 case 6: /* Restart */
733 midend_restart_game(me);
734 update_undo_redo();
735 js_focus_canvas();
736 break;
737 case 7: /* Undo */
738 midend_process_key(me, 0, 0, 'u');
739 update_undo_redo();
740 js_focus_canvas();
741 break;
742 case 8: /* Redo */
743 midend_process_key(me, 0, 0, 'r');
744 update_undo_redo();
745 js_focus_canvas();
746 break;
747 case 9: /* Solve */
748 if (thegame.can_solve) {
749 char *msg = midend_solve(me);
750 if (msg)
751 js_error_box(msg);
753 update_undo_redo();
754 js_focus_canvas();
755 break;
759 /* ----------------------------------------------------------------------
760 * Setup function called at page load time. It's called main() because
761 * that's the most convenient thing in Emscripten, but it's not main()
762 * in the usual sense of bounding the program's entire execution.
763 * Instead, this function returns once the initial puzzle is set up
764 * and working, and everything thereafter happens by means of JS event
765 * handlers sending us callbacks.
767 int main(int argc, char **argv)
769 char *param_err;
770 float *colours;
771 int i;
774 * Instantiate a midend.
776 me = midend_new(NULL, &thegame, &js_drawing, NULL);
779 * Chuck in the HTML fragment ID if we have one (trimming the
780 * leading # off the front first). If that's invalid, we retain
781 * the error message and will display it at the end, after setting
782 * up a random puzzle as usual.
784 if (argc > 1 && argv[1][0] == '#' && argv[1][1] != '\0')
785 param_err = midend_game_id(me, argv[1] + 1);
786 else
787 param_err = NULL;
790 * Create either a random game or the specified one, and set the
791 * canvas size appropriately.
793 midend_new_game(me);
794 resize();
797 * Create a status bar, if needed.
799 if (midend_wants_statusbar(me))
800 js_canvas_make_statusbar();
803 * Set up the game-type dropdown with presets and/or the Custom
804 * option.
807 struct preset_menu *menu = midend_get_presets(me, &npresets);
808 presets = snewn(npresets, game_params *);
809 for (i = 0; i < npresets; i++)
810 presets[i] = NULL;
812 populate_js_preset_menu(0, menu);
814 if (thegame.can_configure)
815 js_add_preset(0, "Custom", -1);
817 have_presets_dropdown = TRUE;
820 * Now ensure the appropriate element of the presets menu
821 * starts off selected, in case it isn't the first one in the
822 * list (e.g. Slant).
824 select_appropriate_preset();
828 * Remove the Solve button if the game doesn't support it.
830 if (!thegame.can_solve)
831 js_remove_solve_button();
834 * Retrieve the game's colours, and convert them into #abcdef type
835 * hex ID strings.
837 colours = midend_colours(me, &ncolours);
838 colour_strings = snewn(ncolours, char *);
839 for (i = 0; i < ncolours; i++) {
840 char col[40];
841 sprintf(col, "#%02x%02x%02x",
842 (unsigned)(0.5 + 255 * colours[i*3+0]),
843 (unsigned)(0.5 + 255 * colours[i*3+1]),
844 (unsigned)(0.5 + 255 * colours[i*3+2]));
845 colour_strings[i] = dupstr(col);
849 * Request notification when the game ids change (e.g. if the user
850 * presses 'n', and also when Mines supersedes its game
851 * description), so that we can proactively update the permalink.
853 midend_request_id_changes(me, ids_changed, NULL);
856 * Draw the puzzle's initial state, and set up the permalinks and
857 * undo/redo greying out.
859 midend_redraw(me);
860 update_permalinks();
861 update_undo_redo();
864 * If we were given an erroneous game ID in argv[1], now's the
865 * time to put up the error box about it, after we've fully set up
866 * a random puzzle. Then when the user clicks 'ok', we have a
867 * puzzle for them.
869 if (param_err)
870 js_error_box(param_err);
873 * Done. Return to JS, and await callbacks!
875 return 0;